Wolfenstein 3D TC (Version 3.0) Beta 4 Release!

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AFADoomer
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Wolfenstein 3D TC (Version 3.0) Beta 4 Release!

Post by AFADoomer »

I have released a fourth (and hopefully final) beta for version 3.0 of the TC.

Changes from the last beta:
- Custom shader and alpha mapping to allow gray shadows on original sprites to show as translucent in maps with floor textures
- Added custom enemy movement and firing functions to better emulate Wolf3D enemies
- Allow player to control behavior of 'Esc' key in menu - prompt to exit game (Wolf3D style) or return to map (Doom style)
- Replaced flamethrower and rocket launcher sprites with their SNES versions
- Added Moldy Cheese and Backpack from SNES version
- Allow the player to restore Doom-style weapon bobbing
- Allow player to use a standard screen fade instead of the "fizzle" fade style that can be process intensive
- Fixed some incorrect health amounts on some enemies
- Software renderer compatibility fixes
- Doors now behave the same as in Wolf3D - can be manually closed/reopened only after they fully open the first time
- Multiple fixes to mouse interaction in menus
- Fixes/tweaks to menu appearances
- Added map icon sprite for pushwalls that shows while cheating (with map icons enabled)
- And more! See the change log here.

This beta is a stand-alone IWAD that re-adds full support for Spear of Destiny and the associated level packs, complete with an in-engine game selection screen. Just drop the .pk3 into your GZDoom folder and select it as your IWAD!

Note that this version requires that you place the GAMEMAPS file from your original Wolfenstein 3D or Spear of Destiny Installation into the same folder as the .ipk3 file in order to access the full set of levels. Without these files, you will be limited to the Shareware episode of Wolf3D and the two-level demo of Spear of Destiny.

The following files are supported:
Wolf3D Registered: GAMEMAPS.WL6
Spear of Destiny: GAMEMAPS.SOD
Return to Danger: GAMEMAPS.SD2
The Ultimate Challenge: GAMEMAPS.SD3

If you only have, for example, the GAMEMAPS.WL6 file, then you will be able to play all Wolf3D maps, but only the demo of SoD.

Get the beta here, or build your own IWAD from the GitHub site! I'm looking for feedback and bug reports before I do a final release - I'll likely do that soon, now that a new stable GZDoom version has been released.

This newest version takes advantage of ZScript to allow for the mod to even more accurately emulate the original game; everything from menus and help screens to weapon damage calculation and extra life handling has been streamlined!

ImageImage

Text-based screens, such as the help reference and episode finale screens, are all parsed at run-time from the original Wolf3D text data format and can be navigated with the arrow keys. Similarly, the high score screen is actually interactive, letting you enter a name if you've set a record, and saving your high scores across games!
ImageImage
Spoiler: More Screenshots
You can follow the progress of this new version of the mod, or download the current version to play for yourself, at the GitHub Repo.
Spoiler: Original Post
Last edited by AFADoomer on Sat Nov 26, 2022 5:07 pm, edited 31 times in total.
JoeCapricorn
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Post by JoeCapricorn »

Hmm, I've played WolfenDoom, this'll be interesting to check out.

Shame it doesn't work at all... at least with ZDoom.
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MasterOFDeath
... in rememberance ...
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Post by MasterOFDeath »

WolfenDoom runs just fine with ZDoom for me.
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Csonicgo
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Post by Csonicgo »

I like the intro. now please add the music!!!!

and +movebob 0 should be added in the batch file.
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AFADoomer
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Post by AFADoomer »

The music works for me... :? Anybody else not hearing it?

I have another .cfg file that changes other settings, but I didn't think people would like their map colors and such changed...
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Csonicgo
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Post by Csonicgo »

I do. please?
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AFADoomer
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Post by AFADoomer »

Replace the contents of 'Wolf3D.cfg' with this:

Code: Select all

pullin "Wolf3D.wad" 
pullin "Wolf3D_Episode_1.wad" 
am_backcolor "00 33 33"
am_wallcolor "00 66 66"
am_cdwallcolor "00 dd dd"
movebob 0
map "TITLE"
and it will change your map colors to a more matching theme...

Nothing spectacular...

Also, I just noticed that there's a bug with the life counter... I'm not sure when it stopped working properly, but I'll try and fix it.
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dochist
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Post by dochist »

man, i love this. it really feels like the original game! awesome!! :D
one thing i hate tho'... why not new levels? the original ones have been done so many times (or at least, i think it has). it would really be awesome if it has new levels. but then again, thats just me. still, great job dude. me likes. :)
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jallamann
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Location: Ålesund, Norway

Post by jallamann »

Three things:
1. In Wolfenstein 3-D, the player was (IIRC) 64 units tall and the walls were 128 units. In this demo, it seems like the player is a giant (with a 56-unit tall player and 64-unit sectors).
2. Converted FM music sounds like crap on most (if not all) sound cards. Do some editing.
3. Try to make the secret doors slide in, not rise.

Otherwise, it seems quite nice :)
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Cutmanmike
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Post by Cutmanmike »

I like it so far. I take it alot of effort has been put into this? :twisted:
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TheDarkArchon
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Post by TheDarkArchon »

This rocks.
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Ixnatifual
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Post by Ixnatifual »

It needs 94.cab to run.

Anyway it's like improved Wolf3d. I don't really like it, though. It's just the same levels, the same lack of detail, no height variation. And the treasure is useless. Obviously you're just recreating the original, but I think it would be much cooler if you were to make something new out of it.
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AFADoomer
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Post by AFADoomer »

You're welcome to make new levels if you like... Right now, I'm concentrating on recreating the look and feel of the original game, including the enemies, pickups, and HUD and the menus, intermission screens, and episode endings. I can't say what may happen in the future, though...

The player size thing is a problem, yes... If I could adjust the view height, I would. Since that's not possible in ZDoom at this time, it stays like it is.

The music sucks, yes, I know... I'm trying to find a good program that will convert it to sound just like the original. No luck so far.

As for making the secret doors slide, that's planned. I haven't been able to make polyobjects behave properly, though... Most of the time, they work fine, and then as soon as you walk up to them, they disappear.

I've been working on this on and off since around Febrary of this past year. Mostly, it started as making more correct DECORATE enemies to place in WolfenDoom. And then it grew...

I appreciate the feedback very much... Once I get a few bugs ironed out, and the other 5 episodes finished, I'll make an offical release of this.

[edit]@ixnatifual - That's the point, though :D. It's supposed to re-create the original (for now) [/edit]
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Ixnatifual
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Post by Ixnatifual »

The treasure is funny to run over sometimes, though. Just for the sounds :)
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AFADoomer
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Post by AFADoomer »

That's what it did in the original game :) . And it gives you points! How could you not notice such an important thing :P .

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